GDC1 Stats and Items

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The stats are:

  • Strength
  • Intelligence
  • Constitution
  • To-Hit
  • Be-Hit
  • Armor Class

For all numbers, higher is better.

Character Stats

Strength, Intelligence, and Constitution only control what items you can use. Strength will determine armor, Intelligence for weapons, and Constitution will determine how much HP you have.

Armor

Armor Class is a static number assigned to a piece of armor that determines how much protection it provides.

Leveling

Each level, the player gets 1 stat-point to distribute. They also gain Constitution + Level in hit permanent points.

Items

The player has 5 gear-slots available: Main Hand, Shield, Armor, Ring, Watch(because MEN don't wear necklaces).

Only items in the Armor and Shield slots can affect AC. Armor and Shield slot items can also effect any other stat. There are no two-handed weapons. Ring and Watch slots can affect any stat besides AC.

No item effects damage, damage is purely a function of the equipped weapon's damage-dice.


Potions

Potions will come in several varieties, but the most common will be healing potions.

Healing Potions

Healing potions will work on a percentage-basis(EG healing a percentage of your total HP).

Buff Potions

Buff Potions will temporarily increase either AC or Damage by a given percentage for a limited amount of time. These potions will not stack.

Stat Potions

Stat points will permanently increase a single stat by 1 point, these will be extremely rare.

Level Potions

Level potions will be the single rarest item and grant the user enough XP to go up exactly 1 level.

Experience Potions

Experience Potions will give the user a set amount of XP. These potions will not be random drops but will be deliberately hidden in places around various game areas.

Stat Potions

Stat potions will be very rare and permanently raise a given stat by 1.

Item Tables

All items must have a unique ID associated with them. In the below examples, weapons begin with S and have a 5-digit number, this theoretically gives us room for 99,999 different swords, which is probably more than enough.

Shields use X and a 4-digit number, so 9,999 shields

Every other item, meanwhile, uses I followed by a 6-digit number, which will allow us to include close to a million different items. That should be enough unique IDs to last us a little while.

Since each item uses an ID with a different number of digits, the engine can easily distinguish between weapons, shields, and equipment.

Weapons

Since all weapons equip to the main hand and there are no two-handed weapons, the temptation to make the weapon table extremely simple is there. However, with a little bit of future-proofing we can save ourselves work in the long-run. Example:

Weapon IDWeapon NameDamageDescriptionExtraSpaceHere
S00001Generic Sword1d6This is a very basic, simple, straightforward sword.nullnullnull

As you can see, the table includes three columns which currently contain null values, these can have additional information added to them as we see fit.

Shields

Information on shields goes here.

Other Items

Since items other than weapons can have any number of bonuses, all items will include space on the table for all bonuses.

Item IDItem Type IDItem NameDescriptionStrengthIntelligenceConstitutionTo-HitBe-HitArmor Class
I000001ASome armor, try to find some better armor.nullnullnull

Of course we can set up separate tables for armor, jewelry, etc, but since they share many characteristics this approach may be easier.

The Item Type ID-field denotes which of the three equipment slots it goes into:

  • A is Armor
  • B is Watch
  • C is Ring

See Also: